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[USA][Custom] ArchlightOnline - Legacy - Coming May 13th 2022

Server Website/AAC
https://legacy.archlightonline.com
Server Address
legacy.archlightonline.com
Server Port
7171
Client Protocol
12

Matt3497

Jack Meoff
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May 13th - 8:00am Pacific Time, 11:00am Eastern Time, 12:00pm Brazilian Time, 17:00 CET

Dracona & Ildar Worlds Merging to Create Archlight Legacy

As many of you already know, this next season the two worlds Dracona & Ildar will be merging! We cannot wait to see the merging of the two oldschool communities, the new guilds, rivalries, and conflicts! Which server's community dominate in the merge?

Legacy's server location will be on a high powered machine in US-East. With this location, you will find very minimal lag if playing from EUW and South America alike.

It has been nearly 6 months since the last Archlight Season, as this season we felt the need to rework some major systems in Archlight that have been limiting on the design side, overly complicated, or simply needed a fresh look after nearly 7 years of Archlight. We are excited to share with you all the changes, additions and revamps coming to Archlight Legacy!

The Legacy Website will open next week with character creation!

Strap in, this is a big new season post...




Stat System Revamp

1_unfinished_stats.png

Awakening Stats Points cap have been lowered from 75 to 50.

Stat Stones will now only yield 1 point, regardless of the current amount invested.

Removed the possibility of spending Large Stat Stones before 80 points invested and Ancient Stat Stones before 120 points invested.

Primary Stats will scale the damage from spells, according to the vocation. Check out the following list (note that this list may change up until the balancement patch):

Archer: Dexterity

Bard: Intelligence

Berserker: Strength

Corsair: Strength

Death Knight: Strength

Druid: Intelligence

Guardian: Strength

Gunslinger: Dexterity

Monk: Dexterity

Necromancer: Intelligence

Rogue: Dexterity

Samurai: Dexterity

Sorcerer: Intelligence

Tamer: Dexterity



Stat Categories

Primary Stats

Dexterity


- Critical Chance and Attack Speed for Melee/Range vocations and Critical Chance and Cooldown Reduction for Mage vocations.

Strength

Maximum Health and Physical Damage.

Intelligence

Maximum Mana and Magical Damage.



Secondary Stats

Runemastery


Increases runes efficiency (includes Soul Rune).

Restoration

Increases healing received.

Focus

Increases Critical Damage.



Tertiary Stats

Prosperity


Increases chance to find a Monster Essence.

Luck

Increases chance in loot drops.

Fortune

Increases amount of gold dropped by creatures.



Supreme Stats

- Players will be able to choose one stat to be the Supreme from each Stat Category. Setting a stat as Supreme allow you to add Awakening Points past the 50 cap.

- They have no cap, but after 50 awakening points invested, every 20 awakening points invested, an extra Awakening Point will be required in order to add an Awakening Stat Point.



New Exotic Rarity

Exotic%20Rarity%20%5Bforged%20repolishing%20oil%20item%5D.png



Damage System Revamp

Internal formulas has always been a headache to the development team and a limiting factor when it comes to transparency on damage calculation. The fact that spells used to have no set base spell damage made balancement harder than it already is. We couldn't accurately compare values because each spell scaled differently with levels, skills and other miscellaneous (weapon attack, upgrades, etc). We tried different alternatives to workaround this, but it'd only pile up overtime.

We put a lot of work into making things easy to be seen, to be changed and to be calculated. With the old system, having a damage calculator was impossible, because each spell had it's own formula, with different weight for each thing.



Changes

Armor (ARM) from equipments has been removed.

It didn't do anything besides adding power, which will now be added by the equipment's tier and protection.

Skills have been removed.

Distance, Melee and Magic Level no longer exist. They have been replaced by Attack Power.

As mentioned earlier, skills scaled different spells differently, making it impossible to forsee and project balancement around it. Attack Power scales every spell of every vocation by the same amount, making the process of balancement and calculation incomparably easier.

Players will start with a Base Attack Power of 100.

Skill Boost Potions have been replaced for Attack Power Boost Potions.

Removed Attack Power Boost Potions from Archlight Tokens NPC.

Every 10 Attack Power Boost Potions used, an extra one will be required to yield the Attack Power Bonus. The same applies to the Strong version of it.

Weapon Damage has also been revamped. Weapons no longer have Weapon Attack on them, since one weapon is used by multiple vocations, we had to workaround this problem to balance auto attack. With the following change, we can balance exactly each vocation's auto attack, regardless of the weapon.

Weapons will be the piece of equipment which will yield the most amount of Attack Power. With this, a weapon is as valueble for an auto attack vocation as for a spell casting vocation.

Every weapon tier gives the same exact amount of Attack Power. That is, a Prismatic Staff has the same amount of Attack Power than a Prismatic Dagger, and so on.

The auto attack damage is defined by your Vocation Weapon Damage (which can be seen at the Character Window, Combat category) added by 0.25 times the Weapon's Upgrade Level. The result then goes through the Attack Power formula, which is multiplied by the Weapon's Tier. This results in the Base Weapon Damage, that calculated by Stats, Gems, Enchantments, Enhancements and other miscellaneous additional multiplier, results in the Average Weapon Damage.

The Weapon's Tier play a great part in the auto attack damage now. This means that players will feel the damage progression in between weapons a lot heavier now. Here's the current weapons tiers:

Tier 1: Prismatic

Tier 2: Voodoo and Heroes

Tier 3: Rift & Sharptooth

Tier 4: Darksteel

Tier 5: Iceforged

Tier 6: Goldencrafted & Mastercrafted

Tier 7: Reforged Mastercrafted

Tier 8: Forgemaster

Tier 9: Olympus

Every spell damage formula has been converted into a Base Spell Damage. With this, now every spell scale the same way. These values will be posted with the balancement Patch Notes, on May 6th.

Runes and Soul Runes have been added to the Spell Book.

Base Damage and Base Healing have been added to the Spell Book and Awakening Effects window.

The stat that scales each spell has been added to the Spell Book.

Tooltips and additional information about formulas have been added to the game, here are some examples:

l2.png
l4.png
l5.png



Prestiges

Prestige%20system%20%5Bnpcs%20dialogue%5D.png

A system that allows players to sacrifice Awakening Levels and by that gaining bonuses to make their character overall stronger.

Any player will be able to see how many times one has been prestiged.

To sacrifice their Awakening Levels, players must be at least level A. 500.

Players will have an "Awakening Level History", being able to join quests and access places they could before Prestige. Every storage and access granted will be kept.

prestige%20system%20%5Bapplying%20bonus%5D.png

Prestiging Reductions

All Awakening Levels

All Awakening Spell Points, not including prestiged spell points.

All Awakening Stats Points, not including prestiged stat points.

Power.



Prestiging Benefits

- The exact benefits are still being tested & balanced. Full information will come on the patch notes of May 6th. Many of them can be seen already though but these amounts are not finalized.

prestige%20system%20%5Bchoosing%20primary%20bonus%5D.png
prestige%20system%20%5Bchoosing%20secondary%20bonus%5D.png

Cost to Prestige

2000 Archlight Tokens

100kk Gold

200 Archlight Dungeon Medals

50 Awakening Experience Wands.

Every time you prestige, the cost of the next prestige increases by +50% of the base cost.



New Content



New alternate dimensions will be available for the players that hold a rift knife, a powerful tool used to cross between dimensions! Which the Forgotten Islands content will never forget! Moles, Goblins, Pirates... They all have darkness inside their hearts!!! Are you ready?

There is no doubt that darkness can spread among people's heart, but it call also possess items! An artifact can be enhanced by adding darkness to it, unleashing its power to a whole new level.

Added new stats buff potions which can make your stats increase up to 20% on each type, the buff also increases when inside darkness dungeons content.

A new rarity was unlocked, the exotic one, which can hold up to 6 stat buffs simultaneously. As the legends have been told, it is only obtainable on the darkness…



Training Tokens

Training%20tokens.png
Elorias_stock_Where_you_can_spend_your_training_token.png



Party Ping System

The ping system will allow party-mates to better communicate in a dynamic manner.

Players may customize a great deal of settings through the options window, on the top-right buttons.

Party%20ping%20window.png

By default, the middle mouse button triggers it. A simple click is an instant ping, represented by the blue arrow (this effect may not be changed). A simple ping targeted towards a player signalizes it considering the situation; if it’s a party mate (or yourself), it signalizes for protection, if not, it signalizes to be looked out for. Towards a monster or an enemy, it signalizes attack. Towards an NPC, it signalizes interaction.

Players may configure a hotkey for the instant ping and another one for the wheel pings. In this window, users may also disable receiving pings from their party-mates, as well as being able to configure whatever holding time for the wheel menu (even making it instant by selecting 0).

By clicking any of the effects, the user may select to choose a new one for that position or edit the current one.

Party%20ping%20%5BEffects%20window%5D.gif

Being able to configure the hotkey for that ping (discarding the need of selecting it through the window) and altering the signal text that is going to be sent upon pinging.

rip.png

Through the party channel, players may see to which direction the ping has been casted on.

The party leader may change the ping options by accessing the window through the self click menu. This menu allows the party leader to configure who will be able to ping in the party.

Staff members pings are seen by everyone, regardless of being in a party or not. They may not be ignored, not even by disabling party-mate pings in the options,



Item Hover Information

inpsecting%20%5BAfter%20the%20changes%5D%20whatever%20fits.png

Hovering over items will trigger a window to appear, containing information about the item. This window may be disabled on the client options if the player want to opt for the old way (it is enabled by default).

This window provide more information about the item than the current inspection,

Cosmetic information, such as bonus and whether or not the player has it.

Cosmeticinfo2.png

The percentage of each rolled gem.
percentgem.png

Loot and chance of boxes.

lootchance.png

Information about the bonus and level bonus increase on artifacts.

artifactbonus.png

Activation Effects on trinkets.

forgestonetrinket.png

As well as regular information.

celestialarmor.png



Revamped Spellbook

revamped%20%26%20orgnaized%20spellbook.png



Survey System - Be Apart of Changing Archlight

Staff member will be able to dynamically create a survey for a certain period of time, on which every player that is online or logs in while it's active will be able to partake. By voting, the player will receive a Dungeon Charge Token, and every week, any player that has partaken on a survey at any point of the week has a chance of getting 5 Cosmetic Tokens!

New%20in%20Game%20Surveys.png



New Internally Hosted, Designed & Updated Wiki!

new%20wiki.png


Miscellaneous Changes

tooltips%20support%20npcs%202.png

Players will start the game with Prismatic equipment.

Snow Globe is now consumable. It holds the same bonus as the trinket.

Fighter Emblem's mana healing has been doubled.

Updated description of several items and spells to provide better information of percentage/value.

Voodoo and Heroes equipment have been added to Beginner's Mimic.

NPC Vyktor has been added to the Stronghold, being now responsible for specialization swapping and prestige.

Training will now grant 1 Training Token every 30 minutes. Tokens can be exchanged with Eloria, at the Stronghold.

The training progress is saved every minute, this way players don't need to train for 30 minutes straight.

A few items from crates have had its weight removed, to avoid inconvenience upon opening crates at level 20.

Added two new commands where you can see when new drops are coming and what will be dropped in the next one. The system shows for each of the merged accounts individually and calculates the total for you.

The commands are !drops and !nextdrop

OBS: The merged legacy accounts will receive the same amount of points, heirloom points and promotion tokens they used to give, but now you don't need to worry on logging into multiple accounts anymore.

Spell Damage from Inferno Gems will no longer scale the damage of Soul Runes.

Added creature animations, a system that enable monsters to animate during fights turning mechanics from ordinary to extraordinary ones!

Improved response from Underlings and other summons that runs against a target.

Forgemaster weapons will now be required for starting the Olympus weapons quest.

Improved custom meters implementation to work fine with even for out-of-screen creatures.

tooltips%20support%20npcs.png
looks good cant wait !
 
OP
OP
Sir Knighter

Sir Knighter

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Miscellaneous Changes

- After thorough evaluation, we've decided to include Attack Power Boost Potions to Archlight Tokens NPC, opposite of what was mentioned on the last Patch Notes. Their price is the same as the old skill ones.

- As mentioned, every 10 Attack Power Boost Potions used, an extra one will be required to yield the Attack Power Bonus. The same applies to the Strong version of it.

- The old skill daily chests that were scattered throughout the game will now yield 3 Training Tokens each.



Class Changes

As much as we'd like to present each vocation balancement changes with accurate percentage of spell damage/healing difference compared to previous seasons, that's impossible, due to what was mentioned on the Patch Notes of April 25th. Allow us to better explain why:

Spells scaled from the same skill, differently. Now, they scale off the same attribute (Attack Power) the same way. We made sure that the progression feel smooth throughout every stage of the game to all vocations.

We made sure to check every spell and tweak them as we saw fitting to have a good base so it's efficient on early game and scale properly on late game.

Due to the nature of old skills (scaling things without a pattern or base), it's pointless to point out the base damage or percentage change of each and every spell, since you wouldn't have a reference to be compare with. We will point out the bigger/mechanical changes of each vocation down below, but bear in mind that no vocation has been neglected or overlooked, we made sure to check all of them and tweak as necessary to fit their role. Some required more changes than others, but this doesn't mean that if one vocation has had less changes on the list below, it's the same as it was before. Additionally, notice that even if a vocation seem to have been nerfed or buffed, you must understand that these changes were done in a different, bigger scope.

The base spell damage/healing of every spell will be available on the wiki's page of every vocation. This value can be also accessed through the spell book, though bear in mind that through the spell book, said value is scaled with the player's current Attack Power and Level.

To convert the internal formula into a base spell damage, we've considered a player level 1, with no skills, casting each spell. We then multiplied said value by 2, to offset the slower Attack Power progression at the early game.

Through several weeks of test, we've manage to identify and fix the spells that were off the curve, due to having a higher scaling off skills with a lower base.

What this means is, players will have a higher base damage at the early game compared to past seasons, giving them enough time to gain Attack Power and keep on progressing.

The biggest improvement we've notice comes down to auto attack vocations, which had a terrible early game and only got viable on late game. We believe that the weapon formula for auto attack focused vocations progresses throughout the game more evenly now.

Spell Caster vocations (Bard, Druid, Necromancer, Sorcerer and Corsair) receive Cooldown Reduction instead of Attack Speed from Dexterity (20% maximum).

Summons still scale attack speed off Dexterity, regardless of what their master receive from it.

Cooldown Reduction is now capped at 75%.

Soul Rune effectiveness changes have been standardized. What this means is, several Soul Runes scaled Rune Level and Runemastery differently, now, every Soul Rune (except Tamer's, which is explained why on Tamer's vocation changes section) will scale for the same amount.

Every Soul Rune has had its base damage increased due to the following changes.

Runemastery effectiveness per point has been increased for 0.5% to 0.75%. This is due to Soul Runes no longer scaling off any other stat other than Runemastery.

Spell Damage no longer scale Soul Rune damage.

Bard, Guardian and Tamer Soul Runes don't scale with Attack Power, due to their functionalities being strictly buffs or fixed amounts.

Several new Quick Buttons have been added.

We've fixed an issue where every player was receiving about 20% more health/mana on top of every other buff, unintentionally. To offset that, the health/mana has been increased to every vocation. The exact values are mentioned on each vocation's section.

With the structural changes, spells and effects that were based off your auto attack will have an accurate value now.

Summons will now walkthrough creatures.

Skill buff spells have been converted to Attack Power buff. Their percentage values have been decreased, since 1 Attack Power is much easier to obtain than 1 skill point was, their weight on the damage/healing formula is also not the same. Affected spells are mentioned on each vocation's section.

Several spells and effects have had their descriptions updated to better inform their values.



The Weapon's Tier play a great part in the auto attack damage. This means that players will feel the damage progression in between weapons a lot heavier now. After several tests, we've changed the tier of a few weapons. Check out the updated list:

Tier 1: Prismatic (Attack Power: 25)

Tier 2: Voodoo (Attack Power: 30) and Heroes (Attack Power: 40)

Tier 3: Rift (Attack Power: 45) and Sharptooth (Attack Power: 50)

Tier 4: Darksteel (Attack Power: 60)

Tier 5: Iceforged (Attack Power: 70), Goldencrafted (Attack Power: 80) and Mastercrafted (Attack Power: 90)

Tier 6: Reforged Mastercrafted (Attack Power: 100)

Tier 7: Forgemaster (Attack Power: 125)

Tier 8: Olympus (Attack Power: 156)



The following support/buff spells have had their global cooldown reduced to 100ms so the player can benefit from the entire duration of the buff (vocation specific ones are under each vocation section)

Swift, Illusion, Find, Jump, Glow, Magic Rope, Magic Cloak, Sprint, Strong Sprint, God Spells, Apollo's Hymn, Ares' Battlecry, Hermes' Trickery



Prestiges

Misc


After testing the benefits of prestiging, we've decided to let the player keep their stat and spell points upon prestiging, requiring them to surpass the previous highest achieved level to earn new ones.

Prestiged players don't benefit from catchup experience.



Prestige Benefits

Upon prestiging for the first time, players will receive a new promotion, which has +30 gain of health and mana per level, increasing their life resources significantly. The new promotions are:

Exotic Archer, Celestial Bard, Fierce Berserker, Marauder Corsair, Corrupted Death Knight, Ancient Druid, Relentless Guardian, Ace-High Gunslinger, Mystic Monk, Dreadful Necromancer, Infamous Rogue, Dexterous Samurai, Grandmaster Sorcerer, Expert Tamer

Every 50 Awakening Levels sacrificed, you will earn 1 Awakening Stat Point.

Every 250 Awakening Levels sacrificed, you will earn 1 Awakening Spell Point.

Every 1000 Awakening Levels sacrificed, you will earn +2% of every stat.

After 1000 Awakening Levels sacrificed, every 50 Awakening Levels sacrificed, you will earn 1 Attack Power point.

Players will be able to choose a primary and a secondary bonus that will be permanently added to their character and can be changed by using a token to reset their prestige bonuses. Every 200 Awakening Levels sacrificed will grant +10% of the bonus.

The primary bonuses are: 2% life resources (health and mana), 2% dodge chance, 2% resistance, 2% damage, 2% critical chance, 2% critical damage, 2% healing, 2% attack speed and 2% cooldown reduction.

The secondary bonuses are: 5% chance to get an additional dungeon/quest box, 2% gold nugget drop chance, 2% loot chance, 2% monster essence chance, 2% movement speed.



Class Changes

Archer

Core Information


- Primary Stat: Dexterity

- This is the stat that the vocation's spells scale off.

- Vocation Base Weapon Damage: 28

- This is the primary value used to define the vocation's auto attack damage.



Changes

- Health/Mana per level changes

- Health: 120 > 180

- Mana: 50

- The following support/buff spells have had their global cooldown reduced to 100ms so the player can from benefit the entire duration of the buff

- Aim

- Focused Mind

- Aim

- Reduced buff from 60% to 15%.

- Ethereal Shot is now level 20.



Base Spell Damage

- Exploding Spear: 181

- Mega Exploding Spear: 323

- Snaring Shot: 305

- Focused Shot: 220

- Flame Arrow Spray: 286

- Energy Arrow Spray: 235

- Ethereal Shot: 148

- Strong Ethereal Shot: 190

- High Velocity Shot: 288

- Perfect Shot: 351

- Pinpoint Shot: 448

- Quad Shot: 286

- Arrow Volley: 107

- Skyfall: 235



Base Spell Healing

- Holy Blessing: 220

- Archers Grace: 110



Bard

Core Information


- Primary Stat: Intelligence

- This is the stat that the vocation's spells scale off.

- Vocation Base Weapon Damage: 12

- This is the primary value used to define the vocation's auto attack damage.



Changes

- Health/Mana per level changes

- Health: 20

- Mana: 160 > 220

- The following support/buff spells have had their global cooldown reduced to 100ms so the player can benefit from the entire duration of the buff

- Holy Shield

- Buff Party

- Soul Rune

- To compensate for the rune level and runemastery standardization, the damage bonus have been updated to:

- T1: 10%

- T2: 11.5%



Base Spell Damage

- Bard Wave: 105

- Music Strike: 143

- Final Note: 234

- Sound Explosion: 157

- Lightstorm: 88



Base Spell Healing

- Regeneration Hymn: 27

- Healing Tune: 46

- Chain Heal: 28

- Final Light: 41



Berserker

Core Information


- Primary Stat: Strength

- This is the stat that the vocation's spells scale off.

- Vocation Base Weapon Damage: 26

- This is the primary value used to define the vocation's auto attack damage.



Changes

- Health/Mana per level changes

- Health: 160 > 210

- Mana: 40

- The following support/buff spells have had their global cooldown reduced to 100ms so the player can benefit from the entire duration of the buff

- Berserk

- Enrage

- Charge

- Life Steal

- Rage Haste

- Relentless Rage:

- Replaced Blade Throw effect for Relentless Whirlwind Swing.

- Relentless Whirlwind Swing: Spins extra blades in the opposite direction, dealing 65% of the original damage.



Base Spell Damage

- Spinning Blades: 50

- Strong Spinning Blades: 78

- Brutal Strike: 89

- Final Showdown: 119

- Whirlwind Throw: 81

- Brutal Stomp: 105

- Annihilation: 97

- Stomp: 77

- Smash: 650

- Precision Slice: 155

- Precision Throw: 129

- Demand An Opponent: 113

- Relentless Rage: 95

- High Velocity Throw: 137



Base Spell Healing

- Heal Wounds: 26



Corsair

Core Information


- Primary Stat: Strength

- This is the stat that the vocation's spells scale off.

- Vocation Base Weapon Damage: 23

- This is the primary value used to define the vocation's auto attack damage.



Changes

- Health/Mana per level changes

- Health: 160 > 210

- Mana: 40

- The following support/buff spells have had their global cooldown reduced to 100ms so the player can benefit from the entire duration of the buff

- Corsair's Gamble

- Draw Cards

- Extra Shot of Gin

- Extra Shot of Vodka

- Flask of Gin

- Flask of Vodka

- Increased the chance of proc'ing The Awakening effect to 10% (same as mages).



Base Spell Damage

- Quick Draw: 85

- Skull Cracker: 201

- Run The Barrel: 45

- Dead Eye: 161

- Cannon Barrage: 77

- Explosive Shot: 81

- Second Wave: 81

- Gauss Barrel: 325



Base Spell Healing

- Flask of Rum: 60

- Bottle of Rum: 61



Death Knight

Core Information


- Primary Stat: Strength

- This is the stat that the vocation's spells scale off.

- Vocation Base Weapon Damage: 26

- This is the primary value used to define the vocation's auto attack damage.



Changes

- Health/Mana per level changes

- Health: 220 > 300

- The following support/buff spells have had their global cooldown reduced to 100ms so the player can benefit from the entire duration of the buff

- Shadow State

- Shield of Darkness

- Reaper's Pact

- Blood Banquet

- Living Nightmare



Base Spell Damage

- Mortal Strike: 65

- Death Echo: 105

- Festering Wounds: 65

- Death Lasso: 185

- Feasting Bats: 105

- Twisted Souls: 77

- Death Threat: 65

- Blood Harvest: 49

- Expose Nightmares: 73

- Reap: 75



Base Spell Healing

- Life Feast: 38

- Bloody Feast: 114



Druid

Core Information


- Primary Stat: Intelligence

- This is the stat that the vocation's spells scale off.

- Vocation Base Weapon Damage: 12

- This is the primary value used to define the vocation's auto attack damage.



Changes

- Health/Mana per level changes

- Health: 20

- Mana: 160 > 220

- The following support/buff spells have had their global cooldown reduced to 100ms so the player can benefit from the entire duration of the buff

- Bear Form

- Blooming Form

- Cat Form

- Merlkin Form



Base Spell Damage

- Vine Beam: 97

- Frost Grenade: 141

- Frozen Tundra: 138

- Strong Azur Wave: 92

- Azur Wave: 69

- Eternal Winter: 139

- Vine Wave: 73

- Wrath of Nature: 139

- Starfall: 201

- Chilling Blast: 156

- Chilling Waves: 97

- Subzero: 122



Base Spell Healing

- Seed Purification: 67

- Heal: 80

- Blossom: 10000



Guardian

Core Information


- Primary Stat: Strength

- This is the stat that the vocation's spells scale off.

- Vocation Base Weapon Damage: 16

- This is the primary value used to define the vocation's auto attack damage.



Changes

- Health/Mana per level changes

- Health: 200 > 280

- Mana: 40

- The following support/buff spells have had their global cooldown reduced to 100ms so the player can benefit from the entire duration of the buff

- Shield Wall

- Heavy Shield

- Shield Haste

- Raise Shields

- Fixed an issue where Holy Spirit (Legendary Spell) wasn't properly healing or triggering its awakening effects as intended.



Base Spell Damage

- Shield Bash: 212

- Sunfire: 102

- Burst of Light: 149

- Sunfire Missile: 92

- Blazing Light: 93

- Ultimate Challenge: 178

- Retribution: 59

- Burning Weapon: 89

- Holy Shock: 93

- Holy Retribution: 127

- Shield Slam: 257

- Command Attention: 200



Base Spell Healing

- Divine Intervention: 275

- Flash Heal: 41

- Holy Flash: 132

- Divine Light: 67



Gunslinger

Core Information


- Primary Stat: Dexterity

- This is the stat that the vocation's spells scale off.

- Vocation Base Weapon Damage: 20

- This is the primary value used to define the vocation's auto attack damage.



Changes

- Health/Mana per level changes

- Health: 130 > 190

- Mana: 50

- The following support/buff spells have had their global cooldown reduced to 100ms so the player can benefit from the entire duration of the buff

- One With The Gun

- Clear Shot

- Unload The Chamber

- Explosive Rounds

- Splitter Rounds

- Piercing Rounds



Base Spell Damage

- Disengage: 93

- Combo Shot: 49

- Concussive Shot: 93



Base Spell Healing

- Shadows Blessing: 67

- Shadows Invocation: 68



Monk

Core Information


- Primary Stat: Dexterity

- This is the stat that the vocation's spells scale off.

- Vocation Base Weapon Damage: 21

- This is the primary value used to define the vocation's auto attack damage.



Changes

- Health/Mana per level changes

- Health: 160 > 220

- Mana: 50

- The following support/buff spells have had their global cooldown reduced to 100ms so the player can benefit from the entire duration of the buff

- Focused Art

- Remove Summon

- Absorb Summon [Fire]

- Instead of making it cast on hit, it will now be cast every 2 seconds, with 100% chance, for half of the amount of your Average Weapon Damage.

- The artifact will decrease the delay, on level 15 it'll be every 0.5 seconds (every artifact level will decrease it by 0.1s).

- Channel Spirit

- Intelligence, Strength and Dexterity decreased base percentage value from 6% to 3%.

- Focused Art

- Reduced buff from 30% to 15%.



Base Spell Damage

- Fire Kick: 107

- Energy Kick: 107

- Death Kick: 107

- Ice Kick: 107

- Earth Kick: 107

- Flurry of Punches: 43

- Min Flurry of Punches: 38

- Strong Flurry of Punches: 61

- Knockout Punch: 227

- Flaming Back Kick: 227

- Electric Back Kick: 227

- Death Back Kick: 240

- Frozen Back Kick: 263

- Nature Back Kick: 240

- 1000 Fists: 66

- Kamakazi Punch: 263



Base Spell Healing

- Quick Prayer: 33

- Prayer: 68

- Fighting Prayer: 33



Necromancer

Core Information


- Primary Stat: Intelligence

- This is the stat that the vocation's spells scale off.

- Vocation Base Weapon Damage: 12

- This is the primary value used to define the vocation's auto attack damage.



Changes

- Health/Mana per level changes

- Health: 140 > 20

- Mana: 75 > 220

- Necromancer has become a mage vocation instead of hybrid.

- Their Emblem Runes are now mage instead of Specialist.

- Spells that healed health now heal mana.

- Lich Form - Spell Vampirism

- Decreased amount from 20% to 2%. This is due to what was mentioned before, the structural changes made the value healed higher because it was the final one (after all bonuses), not the base.

Summons

- Health scale off master's Intelligence.

- Both Auto Attack damage and Spell Damage scale off master's Intelligence.

Fire Skull

- No longer explodes while traveling towards the target.

- Fixed an issue where it was hitting more times than inteded.

Mind Seizure

- Infection [Revamp]: Shoot 3 times every 0.5 second in a 3x3 square area, hitting enemies for 30% of the original damage. The last hit applies a damage over time for 60% of the original damage, which lasts for 3 seconds.

Corpse Explosion

- Added a minimum amount of 2 Corpses nearby to explode.



Base Spell Damage

- Gathering Fear: 189

- Underling: 97

- Death Wave: 217

- Unholy Shackles: 61

- Corpse Explosion: 209

- Fire Skull: 305

- Life Harvest: 97

- Skeleton Army: 81

- Reaper's Touch: 57

- Witch's Hourglass: 113

- Mind Seizure: 197

- Witchs Cauldron: 129



Base Spell Healing

- Healing Ritual: 50



Rogue

Core Information


- Primary Stat: Dexterity

- This is the stat that the vocation's spells scale off.

- Vocation Base Weapon Damage: 24

- This is the primary value used to define the vocation's auto attack damage.



Changes

- Health/Mana per level changes

- Health: 160 > 220

- Mana: 40

- The following support/buff spells have had their global cooldown reduced to 100ms so the player can benefit from the entire duration of the buff

- Cunning Blades

- Dip And Weave



Base Spell Damage

- Shiv: 81

- Smoke Bomb: 181

- Viperfang: 61

- Throwing Knife: 81

- Reaping: 41

- Fan of Knives: 345

- Shadow Step: 437

- Shadowfang: 97

- Blink Step: 345

- Doppleganger: 550

- Death Blossom: 61

- Jugulate: 61

- Slice and Dice: 45



Base Spell Healing

- Soothing Darkness: 67

- Crimson Vial: 68



Samurai

Core Information


- Primary Stat: Dexterity

- This is the stat that the vocation's spells scale off.

- Vocation Base Weapon Damage: 26

- This is the primary value used to define the vocation's auto attack damage.



Changes

- Health/Mana per level changes

- Health: 160 > 220

- Mana: 40

- The following support/buff spells have had their global cooldown reduced to 100ms so the player can benefit from the entire duration of the buff

- War Banners

Shisui Blade

- QI completely removed, now every spell procs the QI effect of it.

- Cyclone Blade's area of the non-QI version has been kept to aid with AoE admage.

- Spells now don't require an auto attack to be triggered.

New Dragon Spirit:

- Base Spell: For the next 10 seconds, the caster is unstoppable as well as receiving 10% resistance. Every second while the spell is active, a wind shot is directed towards the Samurai's target, dealing damage in a 1x1 square area, which scales off with Dexterity.

- Dragon's Demand effect: Loses 2% of health every second, summoning a fire tornado that deals damage to enemies within melee range of the caster, which scales of Dexterity.

- Powerful Blade effect: While active, your auto attacks have 15% chance to cast a random awakenable spell.

Auto Attack effects changes

- Guaranteed Effect: Increases your auto attack damage by +10%.

- Long Katana: Has 50% chance to hit enemies in a U shape around you. Damage to the extra enemies hit reduced by 60%.

- Katana of Wisdom: Has 10% chance to reduce 5% of threat meter.

Soul Rune

- Concentration effect: Deals damage in a 1x1 square area.

Last Stand

- No longer has a movement debuff.

- Cooldown decreased from 40 seconds to 25 seconds.

- Guaranteed Effect: Every 500ms, a lightning will fall from the sky, dealing damage in a 1x1 square area where it hits, which scales off Dexterity.

Dragon Blade

- Now hits in a 3x3 circle area.

- Fire Ball effect: Becomes a single target spell and deals +50% damage.



Base Spell Damage

- Wakasashi: 75

- Yaten Blade: 388

- Tiger Blade: 121

- Venom Blade: 305

- Cyclone Blade: 128

- Storm Blade: 167

- Dragon Blade: 305

- Venomed Wakasashi: 167

- Hira Shuriken: 167

- Dragon Spirit: 75



Base Spell Healing

Gekko Blade: 12

Clan's Blessing: 66

Imperial Courtesy: 66



Sorcerer

Core Information


- Primary Stat: Intelligence

- This is the stat that the vocation's spells scale off.

- Vocation Base Weapon Damage: 12

- This is the primary value used to define the vocation's auto attack damage.



Changes

- Health/Mana per level changes

- Health: 20

- Mana: 160 > 220

- The following support/buff spells have had their global cooldown reduced to 100ms so the player can benefit from the entire duration of the buff

- Arcane Shield

- Fire Shield

- Focused Magic



Base Spell Damage

- Vortex Beam: 101

- Living TimeBomb: 77

- Living Energy Bomb: 77

- Dragon Breath: 105

- Vortex Breath: 217

- Pyroblast: 89

- Rage of the Skies: 119

- Electrical Surge: 73

- Lightning Surge: 69

- Pyro Surge: 69

- Strong Electrical Surge: 137

- Hell's Core: 129

- Arcaneblast: 493

- Thunder Shock: 333

- Infused Energy Beam: 67

- Eruption: 121

- Destruction: 129

- Enflamed Pyroblast: 61



Base Spell Healing

- Concentrate: 165



Tamer

Core Information


- Primary Stat: Dexterity

- This is the stat that the vocation's spells scale off.

- Vocation Base Weapon Damage: 10

- This is the primary value used to define the vocation's auto attack damage.



Changes

- Health/Mana per level changes

- Health: 120 > 180

- Mana: 50

- The following support/buff spells have had their global cooldown reduced to 100ms so the player can benefit from the entire duration of the buff

- Dismiss Pet

- Unending Bond

- Tamer's Call

- Tamer's Bond

- Spirit of the Eagle

- Acute Sense

Soul Rune

- Tamer's Soul Rune is the only Soul Rune which doesn't fall to the standardization of Soul Runes, due to it's functionality, making it unfeasible to be included. The following information is also mentioned on the spell book: Each upgrade level increases it by +1% each, each Runemastery point increases it by 0.05%.

- T1: 20%

- T2: 23%

Pets

- Auto Attack damage scales off master's Strength.

- Spell Damage scales off master's Dexterity.



Base Spell Damage

- Tamer Bolas: 105

- Tamers Shot: 53

- Distracting Shot: 57

- Hunting Spear: 73

- Crossfire: 49



Base Spell Healing

- Healing Petal: 135

- Natures Grace: 68



Miscellaneous

Base Spell Damage


- Death Strike: 73

- Energy Strike: 73

- Flame Strike: 73

- Ice Strike: 73

- Terra Strike: 73

- Zeus' Bolt: 77

- Hephaestus' Rage: 77

- Warcry: 89



Base Spell Healing

- Evocation: 60

- Strong Evocation: 60

- Magic Heal: 27​
 

Shade90

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Hello, i cant open client becouse i get ERROR
Pv31fMO.png

Anyone know how to fix this? I reinstalled all the drivers and nothing
 
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I'm honestly not sure why the staff up here is so confrontational. Especially this "CM Fluffydrakoz" guy. Guy flies off the handle at the slightest thing. Not sure if he was having a bad day an just took it out on a random player or if he is just always in his feelings like this. Simply reacted to a post he made on discord then he proceeds to fly off the handle being confrontational & passive aggressive.. lmao. If you don't like what people react with on a simple post, disable the option.. Server was FAR better when phoenix was the lead/or in charge.
 

0x666

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Tried Archlight once and I was very disappointed.

This thread says a lot about their upcoming game.
Attack Power Boost Potions to Archlight Tokens NPC
Twisted and overcomplicated to sell you Pay2Win features and to top it with "you can get all the stuff in-game".
 

ForsakenPulse

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Tried Archlight once and I was very disappointed.

This thread says a lot about their upcoming game.

Twisted and overcomplicated to sell you Pay2Win features and to top it with "you can get all the stuff in-game".
When really its just an orshOT at its core.
 

Fluffydrakoz

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Fluffydrakoz

We will be pushing a balancement patch notes tomorrow, we've heard your guys concerns with some specific vocations, but we want to avoid pushing changes to only a couple vocations each day. We feel like its more fair to push changes to several vocation at once.




Dungeons

● Fixed Outlaw Refuge Sigil Dungeon where two teams where entering on the same instance.

● Fixed Lava Prison's Solo Dungeon having an "use with" kind of item which triggered going to darkness dimension, now another item was selected to trigger the portal.



Miscellaneous

● Fixed prestige level not showing up when the message was sent from another world.

● Fixed minor map issues, such as stairs not working and black tiles.

● Darkness wings will now give T5 attributes instead of T4.

● Otherworlds Warleader Dead Stone NPC one-time task will now yield 15 points instead of 10​
 

Fluffydrakoz

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Changelog May 25th​

Miscellaneous
● Grasping

● [PVE only] now it will forcibly paralyze the creature by 40% on tier 1, 60% on tier 2 and 80% on tier 3.

● Standardized the Tier 2 Soul Runes effectiveness to be 10% stronger than Tier 1.

● The Tier 2 Soul Runes affected were:

● Archer: 120 > 115

● Berserker: 170 > 168

● Death Knight: 93 > 95

● Druid: 132 > 131

● Guardian: 0.023 > 0.022

● Gunslinger: 83 > 85

● Monk: 72 > 73

● Rogue: 72 > 73

● Samurai: 341 > 339

Archer
● Increased Vocation Base Weapon Damage from 17 to 19.
● Decreased Focused Shot - Breaking Bones awakening effect damage buff increase from 100% to 30%.
● Fixed an issue where Arrow Volley Guaranteed Effect wasn't working.

Bard
● Soul Rune effectiveness reduced from 10 to 6 on Tier 1, from 11.5 to 6.6 on Tier 2.

Berserker
● Reduced Hell Artifact bonus per level from 10% to 5%.
● Decreased Relentless Rage - Relentless Whirlwind Swing damage percentage from 65% to 55%.

Corsair
● Increased Cannon Barrage base damage from 77 to 89.
● Increased Second Wave base damage from 81 to 93.
● Increased Run The Barrel base damage from 45 to 54.

Druid
● Soul Rune will now only hit the center once.
● Reduced Merlkin Form attack power buff from 40% to 20%.
● Increased Chilling Waves base damage from 97 to 107.

Gunslinger
● Increased Vocation Base Weapon Damage from 17 to 18.

Monk
● Reduced Cap Attack Speed from 8 attacks per second to 7 attacks per second.
● Fixed an issue where Focused Art was still granting the haste condition, even though it wasn't granting any speed.

Rogue
● Reduced Doppleganger base damage from 550 to 250.

Samurai
● Tiger Blade has had its damage removed and it's now a support spell, with a 100ms global cooldown.

Sorcerer
● Increased Eruption base damage from 121 to 145.
● Increased Destruction base damage from 129 to 155.
● Increased Vortex Breath base damage from 217 to 260.

Tamer
● Crossfire
● Fixed an issue where Explosive Arrows wasn't granting the damage bonus effect to your pet.
● Fixed an issue where Fellow Hunters wasn't granting the damage bonus effect to your allies.
● Unending Bond
● Fixed an issue where awakening this spell wasn't granting the guaranteed effect.
● Reduced base spell duration to 10 seconds, awakening it will now make it 15 seconds. Points will increase the duration.
● Reduced the damage bonus from 30% to 20%.
● Reduced pet base spell damage from 144 to 90.
 

Ftilt

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Kinda fun ot, biggest 'Pay-to-progress-faster' ot I have ever played tho :D it's insane how much faster you advance in this game if you spend money. Also I dont mean like 50-100 bucks, i mean 10000's of $ people spend in here.

Anyways, if you dont care to compete and like idle-like games for phones this could be exactly what you love.
 

Guro12

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i've never ever in my entire life seen so many afk people kekekeekekekekekeeke, literally like 100 standing in depot, and at least 200 on trainers meanwhile everyone else botting, this is tibia singleplayer modded ;)
 
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i've never ever in my entire life seen so many afk people kekekeekekekekekeeke, literally like 100 standing in depot, and at least 200 on trainers meanwhile everyone else botting, this is tibia singleplayer modded ;)
Biggest lie ive heard 🤣
 

Buckethead1989

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I play this server from 13th may, but i see that actually people often are AFK. But its fun server and despite choosing vocation that i think is weak im gonna stay here
 

Guro12

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hahaahaa XDDD actual sheep, that's fine if my opinion doesn't stay welcoming in your mind that's fine, continue being sheep "blez" and uhh whats ur name morgaroth? or smth
 

Fluffydrakoz

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Fixes

● Fixed an issue where sometimes items weren't stacking properly.

● Fixed gem exchange token to work on the stack you are using into, this way not pushing gems from other stacks with undefined behavior.

● Fixed rounding strategy on the stats calculation process, which could, in rare cases show up that increasing the amount of points would not help or even decrease the amount of attack boost when checking on the window.

● Fixed an issue with hovering over Berserker's Hell Artifact, showing the incorrect value.

● Fixed an issue where players who have prestiged at exactly level 1000 wouldn't receive the 20 Attack Power they were supposed to. Players affected will receive 20 Attack Power on login and the issue has been fixed for future prestiges.

● Fixed a ton of players and monsters spells that its shoot effects were not showing correctly when inside dimensional hunts.



Miscellaneous Changes

● Added Rift Knife to be sold on Darkness Lestrange NPC in case you lost it somewhere.

● Updated Broadcasts with old links and information.

● Added the same camouflage system from Prisons, to Wargates. That is, upon joining, players will remain unattackable until they walk.

● Added !professionBoosts command to display profession boosts (passive and enhancements)

● Added information on Vyktor regarding the Awakening Stat Points granted upon re-leveling, while prestiged.

● A limit of 1500 Attack Power for each Attack Power Potion has been added. This value was adjusted to fit the player with the most amount of potions used.

● Archlight Tokens and Gold dropped by Loot Slimes will now be automatically deposited.​
 

Jaed Le Raep

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Was my account (dating back to the release of the server) deleted? There was no account any longer linked to my email even though I have newsletters dating back as soon as Dec of 2021.
 
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